I believe that many end game players want a challenge, so the "Legendary Overland" phases may be more crowded than you think.
They won't be, not as many people are going to willingly gimp themselves for the ability for fights to take longer
Rave the Histborn wrote: »
Because if you look at their posts the titles of the threads are "Muh difficulty" but if you read the bodies and what they want they really just want more stuff
Rave the Histborn wrote: »Because if you look at their posts the titles of the threads are "Muh difficulty" but if you read the bodies and what they want they really just want more stuff
Taleof2Cities wrote: »Why do players insist on adding harder content ... when they don’t participate in the existing hard content currently available in the game?
Septimus_Magna wrote: »Instead of reducing the player's damage healing and shields I would like to see two separate instances.
One normal instance that is the same the today's overland.
One veteran instance where mobs have increased health and deal more damage.
This way your dps, healing and dmg shields keep the same values but you dont kill a boss at the end of a quest after 3 second. Maybe you even have to slot a heal because the incoming dmg is more than you can heal with your health regen.
It was 1-2 years ago however, maybe something has changed in their plans...Q: Bonus question, are there any plans to implement a more challenging overworld for veteran players (e.g. a difficulty toggle like Battle Spirit where you'd get debuff like 50% more damage taken and 50% less healing and damage done in exchange for a chance for mobs to drop zone furnishings and/or other rare items). It is disappointing to see solo quest bosses being hyped up as super powerful, then dying in 10 seconds.
A: we have ideas on how to have difficulty settings for overland content, but it's not currently planned. It's a great idea.
9. Double the experience points, items & gold earned from killing monsters.
10.The rewards from quests are doubled.
Which would split the population between two different instances, or more if you want more amounts of increased mob health and damage.
Reducing the player's stats through damage done and damage received has the exact same effect as increasing mob health and damage, except doesn't cause a population split.
You can' t do this. In some areas (live Vvardenfell) you already can't find people to fight WB 90% of the time.11.Players who set the toggle as ON will be able to see and group with each other on the same phase.
Lower and higher difficulty players will not be able to attack the same monsters.
There will be no mix of lower and higher difficulty.
*Modern GW2. People run away from mobs cause it's very easy to die even to non-bosses, and most of overland in expac zones is empty - just lot of deadly mobs around, with occasional lonely player here or there. You can only see groups of players if they farm certain events for achivs/meta loot
Septimus_Magna wrote: »From what I understand there are already multiple instances for zones, so not everyone in a zone appears on your screen.
Septimus_Magna wrote: »Dark Souls III had a ring to make it more difficult but most players preferred NG+ because it feels more challenging instead of intentionally gimping yourself.
Septimus_Magna wrote: »An item or debuff to make it more challenging could work in ESO, maybe as a mythic item.
For example, a necklace that greatly improves drops from mobs but you deal 80% less damage, take 50% more damage and healing is reduced by 50%. Only problem is that a player without this item/debuff could help you to easily kill mobs.
Septimus_Magna wrote: »if you only care about the outcome you can un-equip all your equipment and fight mobs unarmed. Now the game is more challenging but did the experience improve?
Septimus_Magna wrote: »Why do normal and veteran dungeons have the same mobs but they have more health and deal more dmg? Because you want to feel like you deal the same amount of dmg, even if you fight stronger mobs. I dont want to get my calculator after a fight to understand if I did better or worse compared to the dungeon I just did.
Septimus_Magna wrote: »There dont have to be less players in each instance if normal and veteran overland were separated, a couple of the the instances would just be veteran instead of normal. The amount of players in each instance can remain the same. Maybe if there was a challenge and reward while doing overland content there would be more players in old zones.